Developing a 3D spherical material for WebGL rendering in Three.js

My current threejs example features particles being rendered onto a spherical object using the canvas with the program function. Here's a snippet of the code:

var material = new THREE.ParticleCanvasMaterial( {

      color: 0xffffff,
      program: function ( context ) {

        context.beginPath();
        context.arc( 0, 0, 1, 0, PI2, true );
        context.closePath();
        context.fill();

      }

    } );

    for ( var i = 0; i < 1000; i ++ ) {

      particle = new THREE.Particle( material );
      particle.position.x = Math.random() * 2 - 1;
      particle.position.y = Math.random() * 2 - 1;
      particle.position.z = Math.random() * 2 - 1;
      particle.position.normalize();
      particle.position.multiplyScalar( Math.random() * 10 + 600 );

      initParticle( particle, i * 10 );

      scene.add( particle );

    }

Now, I'm looking to enhance performance by switching to the webGL renderer, but it lacks the program option. It appears that utilizing the map method might be the solution, but I'm uncertain how to proceed. Does anyone have suggestions on modifying this code to achieve the same outcome with the webGL renderer?

Answer №1

If you're looking for a way to dynamically generate textures for your particles using the WebGLRenderer, check out this example: http://jsfiddle.net/y18ag3dq/

Alternatively, if you prefer to use your own texture, simply load it into the map field:

var texture = THREE.ImageUtils.loadTexture('/images/my_texture.png');
// Do NOT enable this flag. WestLangley's comment explains why
// texture.needsUpdate=true;

var material = new THREE.ParticleBasicMaterial({
  // ...
  map: texture,
  // include all necessary fields as detailed in the provided link
});

// Your particle vertices should be in the geometry
var particle = new THREE.ParticleSystem(geometry, material);
scene.add(particle);

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